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f roldan,
I was being sarcastic
I know that there are some weird faces out there, wrinkly to the extreme, but people normally say it's overdone when they see something like this, reason why I mentioned
This is a very cool reference, btw. Thank you

I was sarcastic too, exactly for the same reason people (including myself) some times make unfair critics and don`t even know there`s a solid reference behind some work looking overdone or weird, when i saw that image i posted, remembered this work and changed my mind about the wrinkles look. Anatomy can give us really interesting surprises. Nice update, keep it up

Here's an update. It's my first time trying fibermesh, later exported as polys and rendered in VRay for Maya.
There's no back scatter on the hair right now, reason why it looks pretty flat. A lot of tweaking still necessary, but for a relatively quick test, this is working alright (I think).

Yep, it gets really heavy actually. Still not awful (about 30 minutes for a 1024x768... before it was about 14 minutes). But my machine is not that fast right now. It's a dual xeon about 6 year old. I think a single i7 would kick its butt really hard at this point

Hey Kris, this portrait just gets more amazing every time you update. Small crit, hair could maybe use a tiny bit more clumping, it's very consistent and even at this point. Also, the hairline is very sudden. You've placed some wonderful stubble on his cheeks and his hairline could use a little bit of attention like that, possibly with some thinner sparser hairs transitioning into his full hair. I was also wondering. Did you generate that little curl on the photo surface with fibermesh too?

I worked on a lot of aspects of it over the weekend, aiming to a more natural approach. Hair and everything else is pretty much in progress (I'll add other layers to improve the blend between skin and hair, also adding some random ones to break the even look). The clothing was sculpted fairly fast, using primarily the clay buildup brush, my new favorite in ZBrush. Hair is ZB's fibermesh and the render is VRay (did I mention I love VRay?). The face is now displacement, not a highres model anymore. Everything is temporary and in progress: